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Games developed by Arc Developments

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

4-4-2 Soccer

DOS 1997
4-4-2 Soccer, released in 1997, was a revolutionary football video game that changed the way people experienced the sport. Developed by Gremlin Interactive, it was the first game in the 4-4-2 series, a franchise that would go on to be successful and beloved by many. At its core, 4-4-2 Soccer was a realistically-simulated take on the sport, featuring both an in-depth and detailed management system, as well as a tactical system that allowed players to create their own unique strategies. The game featured a wide range of leagues from all over the world, giving players the opportunity to play in their favorite team's league or try their hand at managing a side from a different nation. The game also featured a comprehensive player database with detailed information about every real-life footballer, as well as a comprehensive library of stadiums, which could be customized to reflect the team's home ground. Players could also create their own custom kits, allowing them to customize the look of their team to their hearts' content. In addition to its realistic simulation of the sport, 4-4-2 Soccer also featured a range of humorous touches to the game. For example, when players were presented with a choice of jobs, the player's avatar was often shown with a briefcase in hand, adding an extra layer of fun to the game. Overall, 4-4-2 Soccer was a groundbreaking title that changed the way people experienced football simulations. With its realistic simulation, detailed management system, and humorous touches, it was a game that was enjoyed by millions. It was a title that advanced the genre and paved the way for future sports video games.

Armalyte: The Final Run

In the infamous Delta sector of space, the evil aliens of the Aalan Empire have invaded four peaceful planets. The inhabitants of Earth, fearing they may be next, send in a preemptive strike: The Armalyte Force. Naturally, they fall into a trap and only one ship survives. Our hero now has to liberate the four occupied planets and then attack the Aalan homeworld. Armalyte: The Final Run, like its C64 namesake, is a traditional side-scrolling shoot'em up heavily inspired by R-Type, giving the player's spaceship the task of traversing five levels. The initial setup is a simple forward shot, as well as a power shot that must be charged by holding down the fire button. Upgrades consist of a three-way forward shot, a two-way vertical shot, or the addition of a single backward shot (only one of the three at a time). There are also pods that attach to the ship and fire a laser forward and, in the last level only, self-guided missiles. The levels feature not only many enemy formations, but also environmental hazards, such as acid drops or falling stalactites. On one occasion, the scrolling speeds up, turning the level into a hazard course. Each stage ends with the usual final boss.

Beavers

Beavers, released in 1993, is an addictive and charming game for the Amiga system. Developed by Visionary Design Technologies, it quickly became a fan favorite due to its unique gameplay and adorable graphics. The premise of the game is simple yet entertaining - the player takes on the role of a beaver trying to build a dam before the winter freeze sets in. This task may seem easy, but as the game progresses, it becomes increasingly challenging as the beaver must navigate through obstacles and avoid pesky predators. What sets Beavers apart from other games of its time is its strategic element. Players must carefully plan and execute their actions to avoid getting defeated by enemies or running out of time. This requires not only quick reflexes but also critical thinking skills, making it appealing to all ages. One of the most impressive aspects of Beavers is its graphics and animation. The cute and colorful beavers and other creatures in the game are beautifully animated, bringing the virtual world to life. From the flowing river to the moving predators, every detail is meticulously crafted, making it a treat for the eyes. Moreover, the game features a dynamic soundtrack that adds to the overall immersive experience. The music is fun and catchy, creating a sense of urgency and excitement as the player races against the clock to complete their task. Beavers also offers a multiplayer option, allowing friends and family to compete against each other in building the best dam. This adds a social component to the game, making it a perfect choice for a game night or a friendly competition between siblings. In addition to its entertaining gameplay and impressive graphics, Beavers also received praise for its user-friendly interface. The controls are intuitive, and the menu system is easy to navigate, making it accessible to players of all skill levels.

Hurricanes

1994, the year Hurricanes was released on the Game Gear. Made by Arc Developments and published by U.S. Gold Ltd., this action game is available for free on this page.

Hurricanes

Genesis 1994
The Hurricanes, featured in a children's cartoon, are the most revered team in the World Football League. The Gorgons are desperate to defeat them in a key match, so much so that they have made it difficult for the team to gain access to the stadium. Taking control of one of their star players, you must make your way through jungle, mines and a temple to get them to the stadium in time. Soccer Kid seems like a logical game to 'influence' the licensing of a program about brilliant soccer players. Arc Developments agreed. So, the gameplay consists of using a soccer ball as a weapon against invading enemies. There are ropes to move along, precise jumps to perform and traps to avoid. In The Hurricanes the ball sticks to the player's foot, even while jumping. It is only released when kicked on purpose, and is replaced if it hits something or is lost. The ball can be lifted while on the ground. Levels move from left to right but in several different vertical levels, and there is often more than 1 possible path, similar to Global Gladiators. Power-up tokens can be collected and redeemed. If you lose one of your 5 lives, you return to the last restart point; if you lose one of your continues, you return to the beginning of the world.

Johnny Bazookatone

Johnny Bazookatone was a popular DOS game released in 1996 by developer Arc Developments and publisher U.S. Gold. It was a side-scrolling platformer with a musical twist, featuring a dynamic and charismatic main character and a unique soundtrack composed by rock legend Rob Zombie. The game follows Johnny Bazookatone, a rock guitarist who is on a mission to defeat the evil El Diablo. Johnny must navigate through various levels, using his trusty guitar-shaped weapon – the 'Anthemax' – to defeat enemies and progress through the game. The smooth and fluid controls make playing a breeze, allowing for effortless movement and quick reflexes. One of the standout features of Johnny Bazookatone was its soundtrack. The game's music was composed and performed by the well-known musician, Rob Zombie. The soundtrack adds a whole new level of immersion to the game, with each level having its own unique and catchy tune. Players can't help but tap their feet and bob their heads to the music as they battle their way through El Diablo's minions. The graphics in Johnny Bazookatone were ahead of its time, featuring hand-drawn backgrounds and colorful character designs. Each level was vibrant and detailed, with intricate animations adding to the overall appeal of the game. The enemies were also well-designed, fitting perfectly into the game's rock and roll theme. One of the most exciting aspects of Johnny Bazookatone was its challenging gameplay. Each level presents its own set of obstacles and enemies, with boss battles at the end of each world. The game's difficulty steadily increases as players progress, ensuring that it remains engaging until the very end. The variety of power-ups and upgrades also add an extra layer of strategy, making the game even more thrilling. The game was highly praised for its innovative concept and engaging gameplay, earning it a spot on many "Best DOS Games" lists. It was also one of the first games to feature a celebrity musician as its composer and helped pave the way for future collaborations in the gaming industry. Johnny Bazookatone remains a fan favorite among retro game enthusiasts to this day, often mentioned as a standout game from the DOS era.

Liverpool: The Computer Game

Liverpool: The Computer Game, released in 1992, was a revolutionary DOS game that captured the hearts of football fans around the world. Developed by Software Creations, this game gave players the chance to experience the thrill and excitement of managing one of the most iconic football clubs in the world - Liverpool FC. From the moment the game loaded, players were transported into the fast-paced world of football management. The graphics may have been basic, but the gameplay was anything but. With detailed menus and options, players could take control of everything from team selection to transfers, tactics, and even contract negotiations. This level of detail was unparalleled at the time and made Liverpool: The Computer Game stand out from other football management games of its era. One of the most impressive features of this game was its realistic match engine. Gone were the days of just watching text-based commentary, as players could now see their team in action on the pitch. The animations may have been primitive, but the gameplay was surprisingly smooth and engaging. From dribbling to passing, tackling, and shooting, every move and decision made by the player had a direct impact on the outcome of the match. But it wasn't just about managing the team on the field, as players also had to deal with the financial aspect of running a top-tier football club. This included setting ticket prices, negotiating sponsorship deals, and balancing the budget to ensure the club's success. It was a delicate balancing act, and one wrong move could have dire consequences. One of the standout elements of Liverpool: The Computer Game was its attention to detail when it came to player and team stats. Each player had their own unique attributes that could improve or decline with age and form. With over 500 real-life players from the Premier League and other European leagues, the game offered an impressive level of accuracy and realism. Although it may have been released in 1992, many fans of the game still fondly remember it as one of the best football management games of all time. Its addictive gameplay, challenging difficulty, and meticulous attention to detail set it apart from its competitors. Even today, many devoted fans continue to play and enjoy this classic DOS game.

Liverpool: the Computer Game

Arc Developments adapted their soccer game to the Commodore 64 using a top-down view very similar to Kick Off. Otherwise, the options are virtually identical, with cup and full-season options over varying match lengths, although player profiles feature basic stats rather than textual information, and shorter matches can be played than in the 16-bit version. Gameplay is also very similar, with one-touch passing and fairly close ball control, although free-kick control is less precise in this version.

Nick Faldo's Championship Golf

Arc Developments created a 3D game world called Reality3 for this simulation, licensed to one of Britain's top players. There are two courses, plus a hidden 9-hole course on Mars with reduced gravity, with match play and stroke play options against one of 8 computer players of varying difficulty. The control system is rather unusual in that the strength of the shot is chosen before you start your swing, but you have to click within a range to activate the shot, and this range is narrower if your shot is intended to be more powerful. An additional click can be made to add wrist snap, which increases the power of the shot. The wind calculation is more complicated than in most games of the time, and the rough is more difficult to play than usual, as slight stance adjustments cannot be made easily.

Predator 2

Predator 2 for DOS, released in 1991, stands as a curious artifact from the early days when movie licenses collided with PC gaming. The game tried to translate the raw menace of the film into a portable bundle of pixels, wrapped in a clicky control scheme and a color limited backdrop. Players navigate a seedy metropolis under neon haze, where quick reflexes and careful planning matter. In the windowed world of DOS, the title faced stiff competition, yet it carved a niche through atmosphere and licensing pull. Its rough charm still resonates with fans of vintage action. From a mechanical viewpoint Predator 2 leans toward action oriented exploration rather than pure puzzle solving. The player fights through a sequence of linear stages set in urban mazes, flickering street corridors, and cramped interiors. A silent stalker theme works as a backdrop, with the Predator lurking as a formidable benchmark rather than a constant presence. Weapons borrowed from pulp fantasies appear as scarce upgrades, encouraging cautious advancement. The challenge rests on timing, crowd control, and avoiding environmental hazards. Boss encounters punctuate the journey, offering tests of nerve and precision under vintage constraints. For patient players. Visually the game wears its era on its sleeve. Sprites are chunky, animation loops short, and color palettes rely on mid range hues that skew toward gloom and metallic gray. The result is a look that feels atmospheric even when technical limits betray detail. Sound design leans into stark effects and a punchy, echo laden score that rises during chase sequences. Speech samples are minimal, but the thump of footsteps and the siren cues help to sell the sense of a perilous urban hunt. It stands as a snapshot of early cinematic licensing in software form, imperfect yet evocative. The game invites repeated, patient revisits. Upon release Predator 2 earned mixed notices in computer press. Critics praised ambition and the licensed hook that teased fans of the film, yet many pointed to clumsy controls, uneven pacing, and odd collision quirks that broke immersion. Despite flaws, the game holds a nostalgic pull for collectors who enjoy peering into how 1991 designers bridged cinema and code. Today it reads as a relic of a transitional era when PC games experimented with license driven storytelling without modern comfort. For scholars of retro culture, Predator 2 offers a case study in ambition meeting hardware and memory. A collectible piece of history.
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